Exits of roundabouts get handled
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@ -103,6 +103,7 @@ void EdgeBasedGraphFactory::Run() {
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Percent p(_nodeBasedGraph->GetNumberOfNodes());
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int numberOfResolvedRestrictions(0);
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int nodeBasedEdgeCounter(0);
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//Loop over all nodes u. Three nested loop look super-linear, but we are dealing with a number linear in the turns only.
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for(_NodeBasedDynamicGraph::NodeIterator u = 0; u < _nodeBasedGraph->GetNumberOfNodes(); ++u ) {
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//loop over all adjacent edge (u,v)
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@ -189,23 +190,29 @@ short EdgeBasedGraphFactory::AnalyzeTurn(const NodeID u, const NodeID v, const N
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double angle = GetAngleBetweenTwoEdges(inputNodeInfoList[u], inputNodeInfoList[v], inputNodeInfoList[w]);
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if(data1.middleName.nameID == data2.middleName.nameID)
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return TurnInstructions.NoTurn;
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//Is turn on roundabout?
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if(data1.roundabout || data2.roundabout) {
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//We are entering the roundabout
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if(!data1.roundabout && data2.roundabout)
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return TurnInstructions.EnterRoundAbout;
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//We are leaving the roundabout
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if(data1.roundabout && !data2.roundabout)
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return TurnInstructions.LeaveRoundAbout;
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//roundabouts need to be handled explicitely
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if(data1.roundabout && data2.roundabout) {
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//Is a turn possible? If yes, we stay on the roundabout!
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if(_nodeBasedGraph->EndEdges(v) - _nodeBasedGraph->BeginEdges(v) > 1)
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return TurnInstructions.StayOnRoundAbout;
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if( 1 == (_nodeBasedGraph->EndEdges(v) - _nodeBasedGraph->BeginEdges(v)) ) {
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//No turn possible.
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return TurnInstructions.NoTurn;
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} else {
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return TurnInstructions.StayOnRoundAbout;
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}
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}
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//Does turn start or end on roundabout?
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if(data1.roundabout || data2.roundabout) {
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//We are entering the roundabout
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if( (!data1.roundabout) && data2.roundabout)
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return TurnInstructions.EnterRoundAbout;
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//We are leaving the roundabout
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if(data1.roundabout && (!data2.roundabout) )
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return TurnInstructions.LeaveRoundAbout;
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}
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//If street names stay the same and if we are certain that it is not a roundabout, we skip it.
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if(data1.middleName.nameID == data2.middleName.nameID)
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return TurnInstructions.NoTurn;
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return TurnInstructions.GetTurnDirectionOfInstruction(angle);
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}
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@ -112,6 +112,10 @@ public:
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if ( 0 < name.length() )
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w.name = name;
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if(junction == "roundabout") {
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w.roundabout = true;
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}
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//Is the highway tag listed as usable way?
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if(0 < settings[highway]) {
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@ -134,9 +138,6 @@ public:
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else if("no" == accessClass)
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w.access = false;
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if(junction == "roundabout") {
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w.roundabout = true;
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}
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//Let's process oneway property, if speed profile obeys to it
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if(oneway != "no" && oneway != "false" && oneway != "0" && settings.obeyOneways) {
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//if oneway tag is in forward direction or if actually roundabout
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@ -157,7 +158,7 @@ public:
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}
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}
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if ( w.useful && w.access && (1 < w.path.size()) ) { //Only true if the way is specified by the speed profile
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//Hack: type is not set, perhaps use a bimap'ed speed profile to do set the type correctly?
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//TODO: type is not set, perhaps use a bimap'ed speed profile to do set the type correctly?
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w.type = 1;
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//Get the unique identifier for the street name
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@ -42,6 +42,7 @@ struct TurnInstructionsClass {
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const static short StayOnRoundAbout = 13;
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std::string TurnStrings[14];
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std::string Ordinals[11];
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//This is a hack until c++0x is available enough to use initializer lists.
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TurnInstructionsClass(){
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@ -59,6 +60,18 @@ struct TurnInstructionsClass {
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TurnStrings[11] = "Enter round-about";
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TurnStrings[12] = "Leave round-about";
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TurnStrings[13] = "Stay on round-about";
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Ordinals[0] = "zeroth";
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Ordinals[1] = "first";
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Ordinals[2] = "second";
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Ordinals[3] = "third";
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Ordinals[4] = "fourth";
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Ordinals[5] = "fifth";
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Ordinals[6] = "sixth";
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Ordinals[7] = "seventh";
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Ordinals[8] = "eighth";
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Ordinals[9] = "nineth";
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Ordinals[10] = "tenth";
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};
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static inline double GetTurnDirectionOfInstruction( const double angle ) {
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@ -105,16 +105,14 @@ public:
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if(0 != prefixSumOfNecessarySegments)
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reply.content += ",";
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reply.content += "[\"";
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INFO("INstruction: " << segment.turnInstruction);
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if(TurnInstructions.StayOnRoundAbout == segment.turnInstruction){
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INFO("Staying on roundabout");
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++leaveAtExit;
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}
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INFO("Instruction: " << segment.turnInstruction);
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reply.content += TurnInstructions.TurnStrings[segment.turnInstruction];
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if(TurnInstructions.LeaveRoundAbout == segment.turnInstruction) {
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INFO("Exiting at exit " << leaveAtExit);
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reply.content += " at ";
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reply.content += TurnInstructions.Ordinals[leaveAtExit+1];
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reply.content += " exit";
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leaveAtExit = 0;
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}
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reply.content += TurnInstructions.TurnStrings[segment.turnInstruction];
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reply.content += "\",\"";
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reply.content += sEngine.GetEscapedNameForNameID(segment.nameID);
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reply.content += "\",";
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@ -130,6 +128,8 @@ public:
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//TODO: fix heading
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reply.content += "\",\"NE\",22.5";
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reply.content += "]";
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} else if(TurnInstructions.StayOnRoundAbout == segment.turnInstruction) {
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++leaveAtExit;
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}
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if(segment.necessary)
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++prefixSumOfNecessarySegments;
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